Ayoung Suh

dblp:69/5582 · DBLP profile ↗
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4ranked-venue papers in the field
1as first author
2since 2021 · last 2026
0000-0002-8638-2008ORCID · verified

Domains — venue-derived; a paper can count in several

Knowledge Engineering, Semantic Web & Information Systems · 4 (1 first)
YearPublicationVenuePosition
2026 Increasing immersive virtual reality platform loyalty: The role of embodiment
Yongqian Lin, Ayoung Suh, Christian Wagner 0001
Inf. Manag.2
2021 The Influence of Social Power on Knowledge Utilization
abstract
Although many studies have reported that social power is a critical factor in facilitating or constraining social interactions among individuals, few studies have fully explored how social power influences an individual’s knowledge utilization within a work group. Social power in the workplace helps individuals recognize others’ knowledge and utilize it in a business context. By integrating the theory of social power with the volitional model, this study develops a theoretical model of how social power influences an individual’s positive affect, perceived transactive memory system (PTMS) levels, and knowledge utilization. The proposed model was tested using data from 320 individuals. The results show that social power significantly influences an individual’s affect and PTMS which in turn jointly influence their intention to utilize knowledge. Notably, this study reveals that different power bases have different effects on an individual’s PTMS levels within a work group.
Ji-Myoun Lee, Gee-Woo Bock, Ayoung Suh
J. Comput. Inf. Syst.3
2018 Enhancing User Engagement through Gamification
abstract
Gamification—the use of game elements in non-game contexts—is gaining interest among researchers and practitioners. How gamification enhances user engagement, though, remains unclear, largely due to the lack of a theoretical framework. To narrow the theory gap, this study develops a theoretical model, which draws on cognitive evaluation theory to explain the effects of game dynamics on user engagement, and tests it using data collected from 164 users of a gamified information system. The results reveal that gamification enhances user engagement through the mediation of psychological needs satisfaction (autonomy, competence, and relatedness) between game dynamics and enjoyment. The results suggest that gamification should go beyond merely providing fun and enjoyment; gamification should also generate diverse game dynamics, such as rewards, competition, altruism, and self-expression in a way that helps people to satisfy their psychological needs. The study contributes to a more nuanced understanding of the success of gamification.
Ayoung Suh, Christian Wagner 0001
J. Comput. Inf. Syst.1
2009 The Factors Affecting Success of Knowledge-Based Systems at the Organizational Level
Gee-Woo Bock, Ayoung Suh, Kyung-shik Shin, An Hu
J. Comput. Inf. Syst.2